Videogame system and method that enables characters to earn virtual fans by completing secondary objectives

ABSTRACT

A videogame may be provided to one or more users in which characters controlled by users earn fans that impact the videogame similarly to fans in real life. For example, a character may earn virtual currency, be invited to participate in events and/or teams, obtain sponsorships, and/or experience other impacts associated with fanbase size. The videogame may include one or more primary objectives presented to the user. The performance of the primary objectives by the user may impact the progression of a character being controlled by the user through the videogame. The videogame may further include provide one or more fan objectives within the game which can be performed by the character being controlled by the user to earn fans to be included within a fanbase associated with the character in the game

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation application of U.S. patent application Ser. No. 14/961,220, entitled “Videogame System and Method that Enables Characters to Earn Virtual Fans by Completing Secondary Objectives” and filed on Dec. 7, 2015, which is a continuation application of U.S. patent application Ser. No. 12/707,984, of the same title, filed on Feb. 18, 2010, and issued as U.S. Pat. No. 9,205,328 on Dec. 8, 2015, the contents of both are hereby incorporated herein by reference in their entirety.

FIELD OF THE INVENTION

The invention relates to providing a videogame in which users can control characters to perform secondary objectives in order to earn fans. The fans in the fanbase of a given character may impact the given character within the videogame in ways that mimic the impacts of fanbases of real people in real life.

BACKGROUND OF THE INVENTION

Typically in videogames, users control a character to perform a series of tasks or objectives. Based on the performance of the character within these objectives, the character may advance through the videogame. In some videogames, views of the objectives and/or other scenes may be rendered including spectators or fans that observe the objectives. Generally, the fans supporting a given character are static within the game (e.g., fanbases do not swell or shrink based on character performance). Further, other than appearing in the views, the fans do not impact the arch of the characters within the videogame.

SUMMARY

One aspect of the invention relates to providing a videogame to one or more users in which characters controlled by users earn fans that impact the videogame similarly to fans in real life. For example, a character may earn virtual currency, be invited to participate in events and/or teams, obtain sponsorships, and/or experience other impacts associated with fanbase size. The videogame may include one or more primary objectives presented to the user. The performance of the primary objectives by the user may impact the progression of a character being controlled by the user through the videogame. The videogame may further include provide one or more fan objectives within the game which can be performed by the character being controlled by the user to earn fans to be included within a fanbase associated with the character in the game.

A system configured to provide the videogame may include a game console, such as Xbox 360® game console, the PlayStation3® game console, the Wii® game console, and/or other game consoles. This is not intended to be limiting. In some implementations, the system may include one or more other consumer computing platforms, such as, a desktop computer, a laptop computer, a handheld computer, a personal gaming device, a NetBook, a SmartPhone, and/or other computing platforms.

The system may include one or more processors may be configured to execute computer program modules. The computer program modules may include one or more a primary objective staging module, a primary objective evaluation module, a fan objective staging module, a fan objective trigger module, a fan objective evaluation module, a fanbase module, a fanbase impact module, and/or other modules. The one or more processors may be configured to execute the modules by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on the one or more processors.

The primary objective staging module may be configured to stage a primary objective within the videogame. This may include staging an event including the primary objective. By way of non-limiting example, an event having a primary objective may include one or more of a race, a puzzle, a fight, a battle, a contest, and/or other events involving primary objectives. In implementations in which the videogame includes a racing game, the primary objective staging module may be configured to stage races in which vehicles are raced through a virtual racecourse. Staging a race may include rendering views of the racecourse that include the vehicles participating in the race. The rendered views may depict the vehicle controlled by a character controlled by a user using controller as the vehicle travels through the racecourse.

The primary objective evaluation module may be configured to evaluate the performance of the character in executing the primary objective. In a race staged by the primary objective staging module, the primary objective may include finishing the race, finishing at or above a predetermined place in the race, minimizing the amount of time spent finishing the race, beating one or more predetermined opponents, and/or other objectives. The primary objective evaluation module may be configured to monitor the character during the race to determine whether the character has completed the primary objective and/or to evaluate the performance of the character during the race. In implementations in which the videogame is not a racing game, and the primary objective staging module stages a primary objective that is not a race, the primary objective evaluation module may monitor the character's performance of other types of primary objectives to evaluate performance.

The fan objective staging module may be configured to stage a plurality of fan objectives that are selectably performable by the character during a given primary objective (e.g., a race) staged by the primary objective staging module. Fan objectives may be secondary objectives that can be performed during performance of a primary objective. Performance of a fan objective by the character may result in the character earning fans within the videogame to be included in the character's fanbase. The fans may include virtual fans and/or real life fans.

Staging a fan objective may include presenting the fan objective for performance. This may include inserting a fan objective icon into views of a primary objective rendered by the primary objective staging module, and associating a fan objective with the fan objective icon.

The fan objective icon may give some indication of what the associated fan objective entails, or the fan objective icon may be generic between fan objectives. The fan objective associated with a fan objective icon may include one or more of a point-to-point objective, a maneuver objective, a pickup objective, a racer interaction objective, a damage objective, and/or other objectives.

A point-to-point objective may involve controlling the vehicle to travel from a beginning location to one or more other designated locations. The beginning location may be the location at which the fan objective icon is located within the views of the videogame. The other designated locations may include locations that are specially marked, specific locations that are specifically described to the user (e.g., drive under a crane), locations that satisfy some criteria provided to the user (e.g., flat ground, outside of a building, and/or other criteria), and/or other locations. The designated location may be fixed, or may be moving (e.g., drive through a break in a moving set of objects, hit a moving object, and/or other moving locations).

A maneuver objective may involve performing one or more specified maneuver(s) with the vehicle. By way of non-limiting example, the one or more specified maneuvers may include one or more of a jump, a nitro jump, a drifted corner, a powerslide, jumping a designated object or location, jumping to a designated object or location, passing one or more other vehicles, attaining a specified speed, performing a corner or jump with an evaluated level of efficiency and/or effectiveness, and/or other maneuvers.

A pickup objective may involve driving over or near one or more specified “pickups.” The one or more “pickups” may be specified by type, by location and/or both. As used herein, the term “pickup” may include a power, resource, or advantage that is obtained by the character when the vehicle drives over or near an icon associated with the power, resource, and/or advantage.

A racer interaction objective may involve effectively interacting with one or more other racers in a predetermined manner. For example, a racer interaction objective may include using a pickup to harm and/or help one or more other racers. As another example, a racer interaction objective may include crashing into one or more other racers, causing one or more other racers to crash, and/or otherwise interacting with other racers during a race.

A damage objective may involve causing predetermined damage. The damage may be to one or more inanimate objects on or near the racecourse, one or more other racers, and/or other objects on or near the racecourse.

It will be appreciated that this is not intended to be an exhaustive list of the types of fan objectives that may be implemented. Other types are contemplated. In some instances, a given fan objective may be a hybrid of two or more types of fan objective. For example, the given fan objective may specify a type of pickup to be made during a specified type of maneuver (e.g., a jump).

Performance or non-performance of fan objectives during performance of a primary objective may not directly impact the performance of the primary objective by the primary character. For example, controlling the vehicle to perform a fan objective may not directly impact the relative position or speed of the vehicle in the race. Any gain (or loss) in, for instance, speed and/or position, may include only the same gain (or loss) that would have occurred if the actions performed by the vehicle had not been an attempt to satisfy a fan objective. As such, fan objectives may be peripheral, or parallel, to the primary objective in which they are staged.

The fan objectives staged by the fan objective staging module may be graduated according to difficulty. For example, the fan objectives may include a first set of fan objectives, a second set of fan objectives, and/or a third set of an objectives that are of an increasing difficulty level (e.g., the first set is easiest, the third set is hardest). The fan objective staging module may be configured such that not every character will be presented with all of the fan objectives during a given primary objective. Some of the fan objectives may be left out of the given primary objective because they are too hard and/or too easy of the character. Determinations of whether to leave fan objectives out of the given primary objective may be made based on, for example, a difficulty setting for the videogame as a whole selected by the user associated with the character.

The fan objective trigger module may be configured to trigger activation of fan objectives. Activation of fan objectives may be triggered based on performance of one or more triggering maneuvers by a character. For example, in a racing videogame, a triggering maneuver may include maneuvering a vehicle associated with the character over or through a fan objective icon.

Once a fan objective is activated by the fan objective trigger module, the fan objective may remain active until it is completed, until a time period associated with the fan objective runs out, and/or until some other event. At activation of the fan objective, information about the fan objective may be conveyed to the user controlling the character. This may include providing such information to the user via the views of the racecourse. A view of the racecourse (or some other primary objective) may include a description of the fan objective is presented to the user. The description may include text, figures that illustrate the objective, and/or other forms of description.

While a first fan objective is active, the character (and/or the vehicle associated with the character) may perform a triggering maneuver associated with a second fan objective. The triggering maneuver associated with the second fan objective may result in the activation of the second fan objective.

There may be a maximum number of currently activated fan objectives. In such instances, performance of a triggering maneuver when the fan objective trigger module has already triggered activation of the maximum number of currently activated fan objectives may result in the fan objective associated with the triggering maneuver not being triggered. In some instances, performance of a triggering maneuver when the fan objective module has already triggered activation of the maximum number of currently activated fan objectives may result in one of the previously activated fan objectives being expired so that the fan objective associated with the triggering maneuver can be triggered by the fan objective trigger module. In some instances, performance of a triggering maneuver when the fan objective trigger module has already triggered activation of another fan objective may result in the fans associated with performance one of the triggered fan objectives being transferred to the other fan objective.

The manner in which multiple triggered fan objectives are handled may be based in part on the difficulty level of the triggered fan objectives. For example, a newly triggered fan objective having a relatively high difficulty level may result in the expiration of a previously triggered fan objective with a relatively low difficulty level and activation of the newly triggered fan objective. As another example, a newly triggered fan objective having a relatively low difficulty level may result in the fans associated with performance of the newly triggered fan objective being transferred to a previously triggered fan objective such that performance of the previously triggered fan objective results in the character being awarded with the fans associated with both of the triggered fan objectives.

The fan objective evaluation module may be configured to evaluate the performance of the fan objectives by the character. This may include monitoring performance of the fan objectives by the character. Upon completion of a fan objective by the character, the fan objective evaluation module may determine the fans earned by the character by virtue of the completed fan objective. The fans earned by the character may have been previously assigned to the fan objective, and/or the fans earned by the character may be determined by the fan objective evaluation module based on the performance of the character in completing the fan objective.

In some implementations, the fan objective evaluation module determines an amount of fans earned by the character by virtue of a completed fan objective based on an amount of time that the completed fan was active (e.g., between triggering and completion). The amount of fans earned by the character may be inversely proportional to the amount of time that the completed fan objective was active.

The fan objective evaluation module may be configured to provide feedback to the user controlling the character that indicates to the user an amount of fans that could be earned by completing the fan objectives. For example, an indication of the amount of fans presently associated with the active fan objective may be presented to the user in views of the primary objective. The amount of fans associated with the fan objective may decay as time passes. Thus, the longer it takes for the vehicle being controlled to complete the fan objective, the fewer the number of fans that will be earned. The decay of the amount of fans associated with the fan objective may begin immediately upon triggering of the fan objective, or the decay may be delayed by a delay period. The rate at which the amount of fans associated with the fan objective decays may be constant with respect to time, or may accelerate or decelerate as time goes on. The delay period and/or the decay rate may be determined based on a level of difficulty of the fan objective.

The fan objective evaluation module may be configured such that after a predetermined period of time from triggering of a fan objective, the fan objective expires. Upon expiration of the fan objective, performance of the fan objective by the character may no longer result in an award of fans to the character. The predetermined period of time may be based on a level of difficulty of the triggered fan objective.

The fanbase module may be configured to determine the fans in the fanbase of a character in the videogame. The fanbase module may determine the fans in the fanbase of the character based on determinations of fan awards by the fan objective evaluation module. For example, the fanbase module may determine an amount of fans in the fanbase by adding a new award of fans to the fans previously acquired by the character.

In some implementations, the fanbase module may be configured such that fans can be lost by the character. Fans may be lost over time, stolen by other characters, and/or otherwise lost. For example, if the character is not active in participating in primary objectives, attempting to earn new fans through the performance of fan objectives, and/or otherwise inactive and/or unsuccessful within the game, the interest of fans may be lost and the amount of fans in the fanbase of the character may begin to decay. This decay may be determined according to a predetermined scheme that rewards a user controlling the character to maintain a certain level of activity and/or success within the videogame.

In some cases, the fanbase module may be configured such that fans may be stolen from the character by other characters (e.g., and vice versa). For example, if the character is outperformed by another one of the characters in a primary objective and/or a fan objective by a predetermined amount, the other character may steal some of the fans of the character. As another example, the videogame may be configured such that one character can challenge another character (or set of characters) to perform a competitive challenge objective. Fans may be exchanged between the characters that participate in the competitive challenge objective based on their relative performances in the competitive challenge objective. The number of fans that are exchanged (e.g., stolen from one character by another) may be based on a predetermined scheme, based on the difference between the performances of the participating characters (e.g., a close loss would result in fewer fans switching than a contest that was not close), based on an agreement between the participating characters (e.g., a wager of fans), and/or otherwise determined.

The fanbase module may be configured to track the fanbases of various characters relative to each other. For example, the fanbase module may maintain a leaderboard or ranking of characters associated with different users that is based on the relative amounts of fans in the fanbases of the different characters. Such leaderboards and/or rankings may further be maintained for amounts of fans earned in specific primary objectives and/or sets of primary objectives.

The fanbase impact module may be configured to determine the impact of the fanbase of a character on the arch of the character within the videogame. The fanbase impact module may determine this impact based on the amount of fans in the fanbase of the character, and/or other aspects of the fanbase. The fanbase impact module may be configured such that the fans in the fanbase of the character may be similar to the impact of fanbases in the real world. For example, opportunities to participate in primary objectives, distribution of virtual currency, relationships with other characters and/or entities within the videogame, sponsorship opportunities, and/or other aspects of the videogame may be impacted by the number of fans in the fan base of the character.

The staging of primary objectives by the primary objective staging module may include determining whether the character should be invited to participate in a given primary objective. In real life, the number of fans in a fanbase of a racer may impact the opportunities to race received by the racer. The more popular the racer is, the more races he may be asked to participate in, and the more prestigious the races may be. In a racing videogame, the fanbase impact module may be configured to mimic this impact of a fanbase such that in staging races, the primary objective staging module may extend, or not extend, invitations to race to the character based on the amount of fans (and/or other characteristics of the fans) in the fanbase of the character.

In real life, the popularity associated with having a relatively large fanbase may enable someone to earn additional money. For example, a popular participant in events may earn appearance fees for participation, may gain entrée to events in which prize money is relatively high, and/or may otherwise leverage their popularity to earn additional money. The fanbase impact module may be configured to mimic this impact in the videogame. For example, the system may include a virtual currency module configured to distribute virtual currency to the character. The fanbase impact module may be configured to cause the virtual currency module to distribute amounts of virtual currency to the character for participation and/or success in primary objectives based on the amount of fans in the character's fanbase. The fanbase impact module may be configured to provide the character with other opportunities to earn dispersals of virtual currency to the character that leverage the popularity of the character in a realistic manner.

The fanbase impact module may be configured such that opportunities for the character to enter and/or enhance relationships within the videogame are impacted by the fanbase of the character. For example, the character may be able to enter and/or enhance relationships with other characters in the game if the fans in the fanbase of the character make the character a more desirable ally or friend. As another example, the character may receive opportunities to join teams and/or formal alliances based, at least in part, on his fanbase.

The fanbase impact module may be configured such that sponsorship opportunities may be presented to the character based on the fans in the fanbase of the character. The sponsorships may include sponsorships of fictional entities and/or organizations within the videogame. The sponsorships may result in the character receiving virtual currency, equipment or other virtual items, the opportunity to purchase equipment and/or other virtual items, and/or other compensation for the character.

The fans in the fanbase of the character may be virtual fans. These fans may be simply represented by the fanbase module as an amount. In such instance, the impact of the fanbase determined by the fanbase impact module may be based on the amount of fans in the fanbase. However, the virtual fans in the fanbase may be modeled by the fanbase module as individual virtual characters or sets of characters. Such virtual characters may each have individual influences and/or characteristics in the videogame. The fanbase impact module may be configured to determine the impact of the fanbase based on these specific traits, influences, and/or characteristics of the fans that have been earned by the character. For example, if the fanbase includes fans that have a disproportionate demographic similarity, this demographic similarity may influence the impact of the fanbase determined by the fanbase impact module. As another example, if the fanbase includes virtual fans that are characters within the videogame that have disproportionate influence with respect to other characters, this disproportionate influence may be taken into account by the fanbase impact module in determining the impact of the fanbase.

Although the assignment of fans has been discussed with respect to purely virtual fans, this is not intended to be limiting. The fan objective evaluation module and/or fanbase 36 may be configured to assign characters associated with real life people to be fans of another character based on the other characters performance of one or more fan objectives.

It will be appreciated that the earning fans based on the performance of fan objectives is not intended to be limiting. For example, fans may be earned by a character based on performance in primary objectives as well as (and/or instead of) in the fan objectives staged within the primary objectives.

These and other objects, features, and characteristics of the present invention, as well as the methods of operation and functions of the related elements of structure and the combination of parts and economies of manufacture, will become more apparent upon consideration of the following description and the appended claims with reference to the accompanying drawings, all of which form a part of this specification, wherein like reference numerals designate corresponding parts in the various figures. It is to be expressly understood, however, that the drawings are for the purpose of illustration and description only and are not intended as a definition of the limits of the invention. As used in the specification and in the claims, the singular form of “a”, “an”, and “the” include plural referents unless the context clearly dictates otherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to provide a videogame to one or more users, in accordance with one or more embodiments of the invention.

FIG. 2 illustrates a fan objective icon, according to one or more embodiments of the invention.

FIG. 3 illustrates a view of a primary objective within a videogame, according to one or more embodiments of the invention.

FIG. 4 illustrates a view of a primary objective within a videogame along with a visual indicator the corresponds to a fan objective, according to one or more embodiments of the invention.

FIG. 5 illustrates a view of a primary objective within a videogame, according to one or more embodiments of the invention.

FIG. 6 illustrates a view of a primary objective within a videogame, according to one or more embodiments of the invention.

FIG. 7 illustrates a method of providing a videogame to one or more users, in accordance with one or more embodiments of the invention.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 10 configured to provide a videogame to one or more users. The videogame may include one or more primary objectives presented to the user. The performance of the primary objectives by the user may impact the progression of a character being controlled by the user through the videogame. The videogame may further include provide one or more fan objectives within the game which can be performed by the character being controlled by the user to earn fans to be included within a fanbase associated with the character in the game. The fans may include virtual fans and/or fans associated with real life people (e.g., other users, people observing the user play the videogame, and/or other people). The number of fans in the fanbase of the character may impact the character within the game in a manner similar to the impact of fanbases in real life. For example, a character may earn virtual currency, be invited to participate in events and/or teams, obtain sponsorships, and/or experience other impacts associated with fanbase size. The system 10 may include one or more of electronic storage 12, an electronic display 14, a controller 16, one or more processors 18, and/or other components.

The system 10 may include a game console, such as Xbox 360® game console, the PlayStation3® game console, the Wii® game console, and/or other game consoles. This is not intended to be limiting. In some implementations, system 10 may include one or more other consumer computing platforms, such as, a desktop computer, a laptop computer, a handheld computer, a personal gaming device, a NetBook, a SmartPhone, and/or other computing platforms.

Electronic storage 12 may comprise electronic storage media that electronically stores information. The electronic storage media of electronic storage 12 may include one or both of system storage that is provided integrally (i.e., substantially non-removable) with system 10 and/or removable storage that is removably connectable to system 10 via, for example, a port (e.g., a USB port, a firewire port, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage 12 may include one or more of optically readable storage media (e.g., optical disks, etc.), magnetically readable storage media (e.g., magnetic tape, magnetic hard drive, floppy drive, etc.), electrical charge-based storage media (e.g., EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.), and/or other electronically readable storage media. Electronic storage 12 may store software algorithms, information determined by processor 18, information received via controller 16, and/or other information that enables system 10 to function properly. Electronic storage 12 may be a separate component within system 10, or electronic storage 12 may be provided integrally with one or more other components of system 10 (e.g., processor 18).

The electronic display 14 may be configured to generate a visual display of views rendered by processor 18 and/or other components of system 10. The electronic display 14 may include one or more of a television, a monitor, a touchscreen, a projection screen and/or projector, and/or other electronic displays. Although electronic display 14 is illustrated in FIG. 1 as a single component, in some implementations electronic display 14 may include a plurality of separate displays cooperating to generate visual displays rendered by system 10 to provide the videogame to the user.

In some implementations, electronic display 14 may be associated with one or more sound production devices (e.g., speakers, amplifiers, and/or other sound production devices). The sound production devices (not shown) may be configured to produce sounds in accordance with the videogame and/or in coordination with the visual displays generated by electronic display 14. The one or more sound production devices may be provided integrally with electronic display 14 and/or separately from electronic display 14. The one or more sound production devices may be in operative communication with electronic display 14 and/or processor 18 to receive signals dictating the sounds generated by the sound production devices.

The controller 16 may be configured to enable a user to input control inputs to system 10. This may enable the user to control one or more aspects of the videogame being provided to the user by system 10, to control operation of one or more of the components of system 10 (e.g., power, volume, brightness, and/or other aspects of operation), and/or provide other types of interaction between the user and system 10. In order to enable the input of control inputs, controller 16 may include one or more of a switch, a button a knob, a lever, an analog stick, a position, velocity, and/or acceleration detector, a direction pad, a microphone, a keypad, a number pad, and/or other devices enabling the input of control inputs by the user. The controller 16 may include one or more feedback devices through which information is communicated to the user from system 10. By way of non-limiting example, controller 16 may include a tactile feedback device, a sound generating device, a visual display generating device, and/or other feedback devices. The controller 16 may be operatively linked for communication with one or more of electronic storage 12, electronic display 14, processor 18, and/or other components of system 10.

Processor 18 is configured to provide information processing capabilities in system 10. As such, processor 18 may include one or more of a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information. Although processor 18 is shown in FIG. 1 as a single entity, this is for illustrative purposes only. In some implementations, processor 18 may include a plurality of processing units. These processing units may be physically located within the same device, or processor 18 may represent processing functionality of a plurality of devices operating in coordination.

As is shown in FIG. 1, processor 18 may be configured to execute one or more computer program modules. The one or more computer program modules may include one or more of a control module 20, a character module 22, a market module 24, a primary objective staging module 26, a primary objective evaluation module 28, a fan objective staging module 30, a fan objective trigger module 32, a fan objective evaluation module 34, a fanbase module 36, a fanbase impact module 38, and/or other modules. Processor 18 may be configured to execute modules 20, 22, 24, 26, 28, 30, 32, 34, 36, and/or 38 by software; hardware; firmware; some combination of software, hardware, and/or firmware; and/or other mechanisms for configuring processing capabilities on processor 18.

It should be appreciated that although modules 20, 22, 24, 26, 28, 30, 32, 34, 36, and 38 are illustrated in FIG. 1 as being co-located within a single processing unit, in implementations in which processor 18 includes multiple processing units, one or more of modules 20, 22, 24, 26, 28, 30, 32, 34, 36, and/or 38 may be located remotely from the other modules. The description of the functionality provided by the different modules 20, 22, 24, 26, 28, 30, 32, 34, 36, and/or 38 described below is for illustrative purposes, and is not intended to be limiting, as any of modules 20, 22, 24, 26, 28, 30, 32, 34, 36, and/or 38 may provide more or less functionality than is described. For example, one or more of modules 20, 22, 24, 26, 28, 30, 32, 34, 36, and/or 38 may be eliminated, and some or all of its functionality may be provided by other ones of modules 20, 22, 24, 26, 28, 30, 32, 34, 36, and/or 38. As another example, processor 18 may be configured to execute one or more additional modules that may perform some or all of the functionality attributed below to one of modules 20, 22, 24, 26, 28, 30, 32, 34, 36, and/or 38.

The control module 20 may be configured to enable a user to control one or more objects within views displayed on electronic display 14 by virtue of control inputs input to system 10 via controller 16. For example, the one or more objects that are controllable by virtue of control module 20 may include one or more of an avatar associated with a character, a vehicle, vessel, and/or aircraft associated with a character, a weapon being manipulated and/or used by a character, and/or other objects. To accomplish this control, control module 20 may translate control inputs received via controller 16 into movements, actions, activities, maneuvers, and/or motions to be performed by the object(s) being controlled.

The character module 22 may be configured to manage information related to characters within the videogame. The characters for which information is managed by character module 22 may include characters that are played and/or playable by users. The management of information by character module 22 may include storing character profiles that correspond to individual characters to electronic storage 12. The character profile corresponding to a given character may include character information related to the given character. The character information may include, for example, one or more of user information, character progress information, character inventory information, character skill information, character appearance information, character relationship information, and/or other information.

User information associated with a character may include information identifying a user that has access to the character to play the character in the videogame. The user information may be implemented within system 10 to provide the user with access to the character (e.g., at initiation of a gaming session).

Character progress information may include information related to the progress of the character through the videogame. This may include information specifying content that has been successfully completed, content that is “unlocked” and/or “unlocked” for the character, objectives previously completed by the character, a current progress with respect to one or more objectives in the videogame, score information, record scores or times for the character, and/or other information related to the progress of the character through the videogame.

Character inventory information may include information related to items currently “possessed” and/or “carried” by the character. Items that are possessed may include any and all items that are at the selective disposal of the character. Items that are carried by the character may include some and/or all of the items that are at the selective disposal of the character at a specific point in time. As such, one or more items “possessed” by the character may not be currently “carried.” Items that may be possessed and/or carried by the character within the videogame may include, for example, clothing and shoes, vehicles, vessels, and/or aircraft, weapons, tokens, potions, food, virtual currency, armor, tools, explosives, fuel, and/or other items.

Character skill information may include information related to the skill level of the character with respect to one or more skills in the videogame. Such skill levels may be earned, bought, traded, received as a given, gained through game progression, and/or otherwise acquired and/or leveled up.

Character appearance information may define one or more aspects of an appearance of the character. Such aspects may be related to clothing, armor, weapons, vehicles, and/or other items currently being used, worn, and/or carried by the character. Such aspects may be related to a physical appearance of the characters body. One or more aspects of the appearance of the character may be customizable by the user playing the videogame as the character.

Character relationship information may be related to relationships between the character and other entities within the videogame. The other entities may include, for example, other characters, a team, a sponsor (e.g., a fictional sponsor within the game), a racing circuit, a club, and/or other entities in the videogame.

The market module 24 may be configured to support a marketplace within the videogame. The marketplace may enable the character to purchase and/or trade for virtual goods and/or services within the videogame. The virtual goods and/or services may be purchased or traded for with other characters and/or entities controlled by other users, and/or with characters and/or entities that are not controlled by other users. Characters or entities that are not controlled by other users may include characters or entities that are controlled automatically within the videogame (e.g., controlled by artificial intelligence, controlled according to a predetermined algorithm, and/or otherwise automatically controlled), and/or characters or entities that are controlled by the provider of the videogame (e.g., a publisher, a developer, a first-party, and/or videogame providers).

In purchasing and/or trading for virtual goods and/or services within the videogame, the character may use virtual currency, real life currency, and/or items within the inventory corresponding to the character. The marketplace may include one or more virtual locations within the videogame set up to enable the character to make transactions, or the marketplace may enable the character to make some or all transactions throughout the videogame without respect for location within the game.

The primary objective staging module 26 may be configured to stage an event having a primary objective within the videogame. By way of non-limiting example, an event having a primary objective may include one or more of a race, a puzzle, a fight, a battle, a contest, and/or other events involving primary objectives. In implementations in which the videogame includes a racing game, primary objective staging module 26 may be configured to stage races in which vehicles are raced through a virtual racecourse. Staging a race may include rendering views of the racecourse that include the vehicles participating in the race. The rendered views may depict the vehicle controlled by a character associated with a user using controller 16 travelling through the racecourse in accordance with the control inputs input to system 10 by the user via controller 16.

The primary objective evaluation module 28 may be configured to evaluate the performance of the character in executing the primary objective. In a race staged by primary objective staging module 26, the primary objective may include finishing the race, finishing at or above a predetermined place in the race, minimizing the amount of time spent finishing the race, beating one or more predetermined opponents, and/or other objectives. The primary objective evaluation module 28 may be configured to monitor the character during the race to determine whether the character has completed the primary objective and/or to evaluate the performance of the character during the race. In implementations in which the videogame is not a racing game, and primary objective staging module 26 stages a primary objective that is not a race, primary objective evaluation module 28 may monitor the character's performance of other types of primary objectives to evaluate performance.

The fan objective staging module 30 may be configured to stage a plurality of fan objectives that are selectably performable by the character during a given primary objective (e.g., a race) staged by primary objective staging module 26. Fan objectives may be secondary objectives that can be performed during performance of a primary objective. Performance of a fan objective by the character may result in the character earning fans within the videogame to be included in the character's fanbase. The fans may include virtual fans and/or real life fans.

Staging a fan objective may include presenting the fan objective for performance. This may include inserting a fan objective icon into views of a primary objective rendered by primary objective staging module 26, and associating a fan objective with the fan objective icon. The fan objective icon may give some indication of what the associated fan objective entails, or the fan objective icon may be generic between fan objectives.

By way of illustration, FIG. 2 shows an exemplary fan objective icon 40. It will be appreciated that the depiction of fan objective icon 40 is not intended to be limiting. By way of further illustration, FIG. 3 shows fan objective icon 40 inserted into a view 42 of a primary objective. In the implementations illustrated in FIG. 3, the primary objective includes a car race through which a vehicle 44 associated with a character is controlled by a user. In such implementations, the fan objective associated with fan objective icon 40 may include one or more of a point-to-point objective, a maneuver objective, a pickup objective, a racer interaction objective, a damage objective, and/or other objectives.

A point-to-point objective may involve controlling the vehicle to travel from a beginning location to one or more other designated locations. The beginning location may be the location at which the fan objective icon 40 is located within the views of the videogame. The other designated locations may include locations that are specially marked, specific locations that are specifically described to the user (e.g., drive under a crane), locations that satisfy some criteria provided to the user (e.g., flat ground, outside of a building, and/or other criteria), and/or other locations. The designated location may be fixed, or may be moving (e.g., drive through a break in a moving set of objects, hit a moving object, and/or other moving locations).

A maneuver objective may involve performing one or more specified maneuver(s) with the vehicle. By way of non-limiting example, the one or more specified maneuvers may include one or more of a jump, a nitro jump, a drifted corner, a powerslide, jumping a designated object or location, jumping to a designated object or location, passing one or more other vehicles, attaining a specified speed, performing a corner or jump with an evaluated level of efficiency and/or effectiveness, and/or other maneuvers.

A pickup objective may involve driving over or near one or more specified “pickups.” The one or more “pickups” may be specified by type, by location and/or both. As used herein, the term “pickup” may refer to a power, resource, or advantage that is obtained by the character when vehicle 44 drives over or near an icon associated with the power, resource, and/or advantage.

A racer interaction objective may involve effectively interacting with one or more other racers in a predetermined manner. For example, a racer interaction objective may include using a pickup to harm and/or help one or more other racers. As another example, a racer interaction objective may include crashing into one or more other racers, causing one or more other racers to crash, and/or otherwise interacting with other racers during a race.

A damage objective may involve causing predetermined damage. The damage may be to one or more inanimate objects on or near the racecourse, one or more other racers, and/or other objects on or near the racecourse.

It will be appreciated that this is not intended to be an exhaustive list of the types of fan objectives that may be implemented. Other types are contemplated. In some instances, a given fan objective may be a hybrid of two or more types of fan objective. For example, the given fan objective may specify a type of pickup to be made during a specified type of maneuver (e.g., a jump).

Performance or non-performance of fan objectives during performance of a primary objective may not directly impact the performance of the primary objective by the primary character. For example, with respect to FIG. 2, controlling vehicle 44 to perform a fan objective may not directly impact the relative position or speed of vehicle 44 in the race. As such, fan objectives may be peripheral, or parallel to the primary objective in which they are staged.

Returning to FIG. 1, the fan objectives staged by fan objective staging module 30 may be graduated according to difficulty. For example, the fan objectives may include a first set of fan objectives, a second set of fan objectives, and/or a third set of an objectives that are of an increasing difficulty level (e.g., the first set is easiest, the third set is hardest). The fan objective staging module 30 may be configured such that not every character will be presented with all of the fan objectives during a given primary objective. Some of the fan objectives may be left out of the given primary objective because they are too hard and/or too easy of the character. Determinations of whether to leave fan objectives out of the given primary objective may be made based on, for example, a difficulty setting for the videogame as a whole selected by the user associated with the character.

Staging a fan objective may include presenting to the user one or more indicators that guide the user through performance of the fan objective. The one or more indicators may include visual clues that guide the user via position, shape, symbology, color, and/or other characteristics that convey messages to the user about performance of the fan objective. For example, FIG. 4 shows a view 43 of a racing videogame in which an indicator 45 is provided that guides the user through performance of a fan objective. In view 43, indicator 45 may indicate a location at which the user will be able to perform the fan objective. For example, if the fan objective includes maneuvering through a specific object (e.g., the highlighted barn doors), indicator 45 may highlight view 43 so that the user can more easily spot where to go to perform the fan objective.

The fan objective trigger module 32 may be configured to trigger activation of fan objectives. Activation of fan objectives may be triggered based on performance of one or more triggering maneuvers by a character. For example, in a racing videogame, a triggering maneuver may include maneuvering a vehicle associated with the character over or through a fan objective icon (e.g., such as fan objective icon 40 shown in FIG. 2 and described above).

Once a fan objective is activated by fan objective trigger module 32, the fan objective may remain active until it is completed, until a time period associated with the fan objective runs out, and/or until some other event. At activation of the fan objective, information about the fan objective may be conveyed to the user corresponding to the character. This may include providing such information to the user via the views of the racecourse by electronic display 14. By way of illustration, FIG. 5 illustrates a view 46 of a racing videogame in which a fan objective has been activated. Via view 46, a description 48 of the fan objective is presented to the user.

While a first fan objective is active, the character (and/or the vehicle associated with the character) may perform a triggering maneuver associated with a second fan objective. The triggering maneuver associated with the second fan objective may result in the activation of the second fan objective. For example, FIG. 6 illustrates a view 50 of a racing videogame in which triggering of a first and a second fan objective has resulted in a first description 52 of the first fan objective and a second description 54 of the second fan objective being displayed in view 50.

Returning to FIG. 1, there may be a maximum number of currently activated fan objectives. In such instances, performance of a triggering maneuver when fan objective trigger module 32 has already triggered activation of the maximum number of currently activated fan objectives may result in the fan objective associated with the triggering maneuver not being triggered. In some instances, performance of a triggering maneuver when fan objective module 32 has already triggered activation of the maximum number of currently activated fan objectives may result in one of the previously activated fan objectives being expired so that the fan objective associated with the triggering maneuver can be triggered by fan objective trigger module 32. In some instances, performance of a triggering maneuver when fan objective trigger module 32 has already triggered activation of another fan objective may result in the fans associated with performance one of the triggered fan objectives being transferred to the other fan objective.

The manner in which multiple triggered fan objectives are handled may be based in part on the difficulty level of the triggered fan objectives. For example, a newly triggered fan objective having a relatively high difficulty level may result in the expiration of a previously triggered fan objective with a relatively low difficulty level. As another example, a newly triggered fan objective having a relatively low difficulty level may result in the fans associated with performance of the newly triggered fan objective being transferred to a previously triggered fan objective such that performance of the previously triggered fan objective results in the character being awarded with the fans associated with both of the triggered fan objectives.

The fan objective evaluation module 34 may be configured to evaluate the performance of the fan objectives by the character. This may include monitoring performance of the fan objectives by the character. Upon completion of a fan objective by the character, fan objective evaluation module 34 may determine a number of fans earned by the character by virtue of the completed fan objective. The number of fans earned by the character may include a number of fans previously assigned to the fan objective, and/or the fans earned by the character may be determined by fan objective evaluation module 34 based on the performance of the character in completing the fan objective.

In some implementations, fan objective evaluation module 34 determines the number of fans earned by the character by virtue of a completed fan objective based on an amount of time that the completed fan was active (e.g., between triggering and completion). The number of fans earned by the character may be inversely proportional to the amount of time that the completed fan objective was active.

The fan objective evaluation module 34 may be configured to provide feedback to the user controlling the character that indicates to the user an amount of fans that could be earned by completing the fan objectives. By way of illustration, turning back to FIG. 5, an indication 56 may be included in view 46 that indicates the amount of fans that could be earned by completing the fan objective described in description 48. The number of fans indicated in indication 56 decays as time passes. Thus, the longer it takes for vehicle 44 to complete the fan objective, the fewer the number of fans that will be earned. The decay of the number of fans indicated in indication 56 may begin immediately upon triggering of the fan objective, or the decay may be delayed by a delay period. The rate at which the number of fans indicated in indication 56 decays may be constant with respect to time, or may accelerate or decelerate as time goes on. The delay period and/or the decay rate may be determined based on a level of difficulty of the fan objective.

Returning to FIG. 1, the fan objective evaluation module 34 may be configured such that after a predetermined period of time from triggering of a fan objective, the fan objective expires. Upon expiration of the fan objective, performance of the fan objective by the character may no longer result in an award of fans to the character. The predetermined period of time may be based on a level of difficulty of the triggered fan objective.

The fan objective evaluation module 34 may be configured such that once accomplishment of a fan objective can be ruled out (e.g., because performance would be impossible, improbable, and/or counterproductive), the fan objective expires. For instance, in a racing game, if the user maneuvers into an area in which an activity associated with the fan objective becomes impossible, the fan objective expires. By way of illustration, if the fan objective includes jumping over a specific object, and the user drives past the object, the fan objective may expire due to impossibility. In this example, the area past the object may be considered by the fan objective evaluation module to be a “fail zone” associated with the fan objective. If the user maneuvers into a fail zone associated with a fan objective, then the fan objective may expire.

The fanbase module 36 may be configured to determine the number of fans in the fanbase of a character in the videogame. The fanbase module 36 may determine the number of fans in the fanbase of the character based on determinations of fan awards by fan objective evaluation module 34. For example, fanbase module 36 may add a new award of fans to the fans previously acquired by the character to determine the number of fans in the fanbase of the character.

In some implementations, fanbase module 36 may be configured such that fans can be lost by the character. Fans may be lost over time, stolen by other characters, and/or otherwise lost. For example, if the character is not active in participating in primary objectives, attempting to earn new fans through the performance of fan objectives, and/or otherwise inactive and/or unsuccessful within the game, the interest of fans may be lost and the number of fans in the fanbase of the character may begin to decay. This decay may be determined according to a predetermined scheme that rewards a user controlling the character to maintain a certain level of activity and/or success within the videogame.

In some cases, fanbase module 36 may be configured such that fans may be stolen from the character by other characters (e.g., and vice versa). For example, if the character is outperformed by another one of the characters in a primary objective and/or a fan objective by a predetermined amount, the other character may steal some of the fans of the character. As another example, the videogame may be configured such that one character can challenge another character (or set of characters) to perform a competitive challenge objective. Fans may be exchanged between the characters that participate in the competitive challenge objective based on their relative performances in the competitive challenge objective. The number of fans that are exchanged may be based on a predetermined scheme, based on the difference between the performances of the participating characters (e.g., a close loss would result in fewer fans switching than a contest that was not close), based on an agreement between the participating characters (e.g., a wager of fans), and/or otherwise determined.

Fanbase module 36 may be configured to track the fanbases of various characters relative to each other. For example, fanbase module 36 may maintain a leaderboard or ranking of characters associated with different users that is based on the relative number of fans in the fanbases of the different characters. Such leaderboards and/or rankings may further be maintained for amounts of fans earned in specific primary objectives and/or sets of primary objectives.

The fanbase impact module 38 may be configured to determine the impact of the fanbase of a character on the arch of the character within the videogame. The fanbase impact module 38 may determine this impact based on the number of fans in the fanbase of the character. The fanbase impact module 38 may be configured such that the fans in the fanbase of the character may be similar to the impact of fanbases in the real world. For example, opportunities to participate in primary objectives, distribution of virtual currency, relationships with other characters and/or entities within the videogame, sponsorship opportunities, and/or other aspects of the videogame may be impacted by the number of fans in the fan base of the character.

The staging of primary objectives by primary objective staging module 26 may include determining whether the character should be invited to participate in a given primary objective. In real life, the number of fans in a fanbase of a racer may impact the opportunities to race received by the racer. The more popular the racer is, the more races he may be asked to participate in, and the more prestigious the races may be. In a racing videogame, fanbase impact module 38 may be configured to mimic this impact of a fanbase such that in staging races, primary objective staging module 26 may extend, or not extend, invitations to race to the character based on the amount of fans (and/or other characteristics of the fans) in the fanbase of the character.

In real life, the popularity associated with having a relatively large fanbase may enable someone to earn additional money. For example, a popular participant in events may earn appearance fees for participation, may gain entrée to events in which prize money is relatively high, and/or may otherwise leverage their popularity to earn additional money. The fanbase impact module 38 may be configured to mimic this impact in the videogame. For example, system 10 may include a virtual currency module (not shown) configured to distribute virtual currency to the character. The fanbase impact module 38 may be configured to cause the virtual currency module to distribute amounts of virtual currency to the character for participation and/or success in primary objectives based on the amount of fans in the character's fanbase. The fanbase impact module 38 may be configured to provide the character with other opportunities to earn dispersals of virtual currency to the character that leverage the popularity of the character in a realistic manner.

The fanbase impact module 38 may be configured such that opportunities for the character to enter and/or enhance relationships within the videogame are impacted by the fanbase of the character. For example, the character may be able to enter and/or enhance relationships with other characters in the game if the fans in the fanbase of the character make the character a more desirable ally or friend. As another example, the character may receive opportunities to join teams and/or formal alliances based, at least in part, on his fanbase.

The fanbase impact module 38 may be configured such that sponsorship opportunities may be presented to the character based on the fans in the fanbase of the character. The sponsorships may include sponsorships of fictional entities and/or organizations within the videogame. The sponsorships may result in the character receiving virtual currency, equipment or other virtual items, the opportunity to purchase equipment and/or other virtual items, and/or other compensation for the character.

The fans in the fanbase of the character may be virtual fans. These fans may be simply represented by fanbase module 36 as an amount. In such instance, the impact of the fanbase determined by fanbase impact module 38 may be based on the amount of fans in the fanbase. However, the virtual fans in the fanbase may be modeled by fanbase module 36 as individual virtual characters. Such virtual characters may each have individual influences and/or characteristics in the videogame. The fanbase impact module 38 may be configured to determine the impact of the fanbase based on these specific traits, influences, and/or characteristics of the fans that have been earned by the character. For example, if the fanbase includes fans that have a disproportionate demographic similarity, this demographic similarity may influence the impact of the fanbase determined by fanbase impact module 38. As another example, if the fanbase includes virtual fans that are characters within the videogame that have disproportionate influence with respect to other characters, this disproportionate influence may be taken into account by fanbase impact module 38 in determining the impact of the fanbase.

Although the assignment of fans has been discussed with respect to purely virtual fans, this is not intended to be limiting. The fan objective evaluation module 34 and/or fanbase module 36 may be configured to assign characters associated with real life people to be fans of another character based on the other characters performance of one or more fan objectives.

It will be appreciated that the mechanism for earning fans described above (e.g., the performance of fan objectives) is not intended to be limiting. For example, fans may be earned by a character based on performance in primary objectives as well as in the fan objectives staged within the primary objectives.

FIG. 7 illustrates a method 58 of providing a videogame to a user. The operations of method 58 presented below are intended to be illustrative. In some embodiments, method 58 may be accomplished with one or more additional operations not described, and/or without one or more of the operations discussed. Additionally, the order in which the operations of method 58 are illustrated in FIG. 7 and described below is not intended to be limiting.

In some embodiments, method 58 may be implemented in one or more processing devices (e.g., a digital processor, an analog processor, a digital circuit designed to process information, an analog circuit designed to process information, a state machine, and/or other mechanisms for electronically processing information). The one or more processing devices may include one or more devices executing some or all of the operations of method 58 in response to instructions stored electronically on an electronic storage medium. The one or more processing devices may include one or more devices configured through hardware, firmware, and/or software to be specifically designed for execution of one or more of the operations of method 58.

As a part of method 58, a primary objective may be staged. The primary objective may include an event in which a primary objective may be attempted by a character being controlled by a user. The staging of the primary objective may include determining whether the character should be invited to participate in the primary objective at an operation 60. The determination as to whether the character should be invited may be based on a fanbase associated with the character. The fanbase may include virtual fans previously earned by the character. In some implementations, operation 60 may be performed by a primary objective staging module that is the same as or similar to primary objective staging module 26 (shown in FIG. 1 and described above).

At an operation 62, the staging of the primary objective continues as views of the primary objective are rendered for display to the user. In some implementations, operation 62 may be performed by a primary objective staging module that is the same as or similar to primary objective staging module 26 (shown in FIG. 1 and described above).

At an operation 64, one or more fan objectives may be staged within the primary objective. The fan objectives may be secondary objectives performable during the primary objective by the character to earn fans for the fanbase of the character. Staging the one or more fan objectives may include inserting one or more fan objective icons into the views of the primary objective, and associating individual ones of the fan objective icons with individual ones of the fan objectives. In some implementations, operation 64 may be performed by a fan objective staging module that is the same as or similar to fan objective staging module 30 (shown in FIG. 1 and described above).

At an operation 66, a determination may be determined as to whether or not a fan objective has been triggered. In some implementations, operation 66 may be performed by a fan objective trigger module that is the same as or similar to fan objective trigger module 32 (shown in FIG. 1 and described above).

If a fan objective has been triggered at operation 66, then performance of the triggered fan objective may be monitored and/or evaluated. For example, responsive to a determination at operation 66 that the fan objective has been triggered, method 58 may proceed to an operation 68. At operation 68, a determination may be made as to whether the fan objective has been completed. In some implementations, operation 68 may be performed by a fan objective evaluation module that is the same as or similar to fan objective evaluation module 34 (shown in FIG. 1 and described above).

If a determination is made at operation 68 that the fan objective has not been completed, method 58 may proceed to an operation 70. At operation 70, a determination may be made as to whether a time period allotted for the fan objective to be performed as expired. In some implementations, operation 70 may be performed by a fan objective evaluation module 34 that is the same as or similar to fan objective evaluation module 34 (shown in FIG. 1 and described above).

If a determination is made at operation 70 that the time period allotted for the fan objective to be performed has expired, method 58 may return to operation 66. If a determination is made at operation 70 that the time period allotted for the fan objective to be performed has not expired, method 58 may return to operation 68.

Responsive to a determination at operation 68 that the character has performed the fan objective, method 58 may proceed to an operation 72. At an operation 72, an amount of fans earned by the character by virtue of the performance of the fan objective may be determined. In some implementations, operation 72 may be performed by a fan objective evaluation module that is the same as or similar to fan objective evaluation module 34 (shown in FIG. 1 and described above).

At an operation 74, the fans earned by the character at operation 72 may be added to the fanbase of the character. In some implementations, operation 74 may be performed by a fanbase module 36 that is the same as or similar to fanbase module 36 (shown in FIG. 1 and described above).

At an operation 76, an impact of the fanbase of the character on the videogame may be determined. In some implementations, operation 76 may be performed by a fanbase impact module that is the same as or similar to fanbase impact module 38 (shown in FIG. 1 and described above).

Although the invention has been described in detail for the purpose of illustration based on what is currently considered to be the most practical and preferred embodiments, it is to be understood that such detail is solely for that purpose and that the invention is not limited to the disclosed embodiments, but, on the contrary, is intended to cover modifications and equivalent arrangements that are within the spirit and scope of the appended claims. For example, it is to be understood that the present invention contemplates that, to the extent possible, one or more features of any embodiment can be combined with one or more features of any other embodiment. 

What is claimed is:
 1. A system configured to provide a racing-based videogame to one or more users, the system comprising: one or more processors configured to execute computer program modules, the computer program modules comprising: a race staging module configured to stage a race in which a vehicle under control of a controller communicatively linked with the one or more processors participates, wherein staging the race includes rendering views of a racecourse over which the race takes place, and wherein the vehicle is associated with a character in the videogame; a fan objective staging module configured to stage a plurality fan objectives, wherein fan objectives are secondary objectives performable during the race by the vehicle to earn virtual fans for a virtual fanbase of the character, wherein staging a fan objective comprises inserting an objective icon into views of the racecourse and associating the fan objective with the objective icon; a fan objective trigger module configured to trigger activation of fan objectives responsive to performance of one or more triggering maneuvers executed by the vehicle during the race; a fan objective evaluation module configured to monitor performance of one or more active fan objectives by the vehicle, and upon completion of a fan objective by the vehicle, to determine a number of fans earned by the vehicle by virtue of the completed fan objective based on the performance of the vehicle in completing the fan objective.
 2. The system of claim 1, wherein the one or more triggering maneuvers executable by the vehicle during the race comprise maneuvering the vehicle over or through an objective icon.
 3. The system of claim 1, wherein performance or non-performance of fan objectives during the race do not directly impact the relative position or speed of the vehicle in the race with respect to other vehicles in the race.
 4. The system of claim 1, wherein the fan object module is configured to determine the number of fans earned by the vehicle by virtue of the completed fan objective based on an amount of time that the completed fan objective was active.
 5. The system of claim 4, wherein the fan object module is configured to determine the number of fans earned by the vehicle by virtue of the completed fan objective according to a function that makes the number of fans earned inversely proportional to the amount of time that the completed fan objective was active.
 6. The system of claim 1, wherein the computer modules further comprise a fanbase module configured to determine the number of virtual fans in the fanbase of the character based on the number of fans earned by vehicles associated with the character in performing fan objectives during races.
 7. The system of claim 6, wherein the fanbase module is further configured such that the number of virtual fans in the fanbase of the character decays over time.
 8. The system of claim 6, wherein the computer modules further comprise a virtual currency module configured to distribute virtual currency to the character, wherein the virtual currency is redeemable in the videogame to purchase racing vehicles and/or equipment, and wherein the amount of virtual currency distributed to the character by the virtual currency module is impacted by the number of virtual fans in the fanbase of the character.
 9. The system of claim 6, wherein staging the race comprises determining whether or not to invite the character to participate in the race, and wherein the race staging module is configured to determine whether or not to invite the character to participate in the race based on the number of virtual fans in the fanbase of the character.
 10. A computer-implemented method of providing a racing-based videogame to one or more users, wherein the method is implemented in a computer system comprising one or more processors configured to execute one or more computer program modules, the method comprising: executing, on the one or more processors of the computer system, one or more computer program modules configured to stage a race in which a vehicle under control of a controller communicatively linked with the one or more processors participates, wherein staging the race includes rendering views of a racecourse over which the race takes place, and wherein the vehicle is associated with a character in the videogame; executing, on the one or more processors of the computer system, one or more computer program modules configured to stage a plurality fan objectives, wherein fan objectives are secondary objectives performable during the race by the vehicle to earn virtual fans for a virtual fanbase of the character, and wherein staging a fan objective comprises inserting an objective icon into views of the racecourse and associating the fan objective with the objective icon; executing, on the one or more processors of the computer system, one or more computer program modules configured to trigger activation of a fan objective responsive to performance of a triggering maneuver executed by the vehicle during the race; executing, on the one or more processors of the computer system, one or more computer program modules configured to monitor performance of the triggered fan objective by the vehicle; executing, on the one or more processors of the computer system, one or more computer program modules configured to determine, responsive to completion of the fan objective by the vehicle, a number of fans earned by the vehicle by virtue of the completed fan objective based on the performance of the vehicle in completing the fan objective.
 11. The method of claim 10, wherein the triggering maneuver comprises maneuvering the vehicle over or through the objective icon that corresponds to the fan objective.
 12. The method of claim 10, wherein performance of the fan objective during the race does not directly impact the relative position or speed of the vehicle in the race with respect to other vehicles in the race.
 13. The method of claim 10, wherein determining the number of fans earned by the vehicle by virtue of the completed fan objective comprises determining the number of fans earned by the vehicle by virtue of the completed fan objective based on an amount of time that the completed fan objective was active.
 14. The method of claim 13, wherein determining the number of fans earned by the vehicle by virtue of the completed fan objective comprises determining the number of fans earned by the vehicle by virtue of the completed fan objective according to a function that makes the number of fans earned inversely proportional to the amount of time that the completed fan objective was active.
 15. The method of claim 10, further comprising executing, on the one or more processors of the computer system, one or more computer program modules configured to determine the number of virtual fans in the fanbase of the character based on the number of fans earned by vehicles associated with the character in performing fan objectives.
 16. The method of claim 15, wherein the number of virtual fans in the fanbase of the character decays over time.
 17. The method of claim 15, further comprising executing, on the one or more processors of the computer system, one or more computer program modules configured to distribute virtual currency to the character, wherein the virtual currency is redeemable in the videogame to purchase racing vehicles and/or equipment, and wherein the amount of virtual currency distributed to the character by the virtual currency module is impacted by the number of virtual fans in the fanbase of the character.
 18. The method of claim 15, wherein staging the race comprises determining whether or not to invite the character to participate in the race, and wherein the determination of whether or not to invite the character to participate in the race is based on the number of virtual fans in the fanbase of the character. 